Introduction
Essentially a non-canon version of Ryu with some new moves, and slight differences on some existing moves. A mix of Akuma and Ryu, in other words.
Pros:
- Excellent anti-airs
- Many good normals
- Fast overhead
- Teleport
- Very good supers
- Excellent zoning with the best fireball in the game
- Tatsu knocks down, making it great against fireballs
- DP is the best meterless counter AC and AA against jump-in CCs
- Infinite CC blowout range and interrupt
Cons:
- Has a lower defense modifier, resulting in more damage taken
- DP is multi-hitting
Stats:
- HP: Below Average
- Stun: Average
- Walk Speed: Average
- Throw Range: Great (tied for 2rd best in the game)
- Wake-up Speed: Average
- Tech-Roll Speed: Average
Source:(Alpha2CharacterStats)
How To Select Evil Ryu
Move the cursor to Ryu, press START, move the cursor this order: Right (Adon), Up (Akuma), and down (Adon), left (back to Ryu). Press and HOLD start, then press a punch or kick without releasing start.
Differences From Ryu
Hadoken: All strengths are red fireballs and knockdown at close range. and
fireball do more stun.
Shoryuken: and
versions are multi-hitting which may result in dropped combos if not done up close. This causes them to do less damage and stun as an anti-air, but more damage on the ground, and gives him new juggle abilities(similar to Akuma).
Tatsu: and
versions are multi-hitting and have an additional hitbox on the way up (similar to Akuma/Ken). This results in new juggle abilities(similar to Akuma), but all versions do less damage and stun.
Air Tatsu: and
versions are multi-hitting. All versions do less damage(unless getting all hits) and stun.
Teleport: New move (similar to Akuma).
Messatsu Goshoryu: New move (similar to Akuma/Ken).
Raging Demon: New move (similar to Akuma).
Infinite CC Blowout Range: CC blowout has no range restriction, will hit full-screen and will blowout even active normals. This is unique to Evil Ryu and results in a much wider range of CC usage and new ways to combo into CC.
Defense Modifier: Has a lower defense modifier, which results in Evil Ryu taking more damage (similar to Akuma).
Tournament Legality
Evil Ryu is only in the US versions of the game, while his CC activation can cause hit stun from anywhere on screen, he doesn't completely overpower the regular cast. The character is legal unless noted by the tournament organizer.
Moves List
Framedata Notes:
- Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
- Startup = The frame the move hits on (1st active frame).
- Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
- Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
- All framedata collected with the game speed set to normal.
- All hitbox images have Evil Ryu standing/jumping in the exact same position, so hitbox distances can be easily compared.
[Damage, stun, framedata, meter, and updated hitboxes collected by Veri7as, November 2021]
Normal Moves
Standing
Crouching
Jumping
Command Normals
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
5-7, 14 | 6, 2 | 23 | 4(0)4 | -7 | 1/2,2/3,3 | ![]() |
- | |
A overhead with very good range. |
Normal Throws
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
19 | 0 | 0 | N/A | N/A | -/-/3 | N/A | ![]() ![]() | |
|
Alpha Counters
Special Moves
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|---|
![]() |
13-19, 11-20 | 8, 12 | 12 | 3, inf | -11 | 4/5/7 | ![]() |
![]() ![]() | |
Shakunetsu Hadoken aka Red Fireball
| |||||||||
![]() |
12-22, 10-19 | 10, 12 | 12 | 3, inf | -12 | 4/5/7 | ![]() |
![]() ![]() | |
Shakunetsu Hadoken aka Red Fireball
| |||||||||
![]() |
15-24, 10-20 | 12, 12 | 12 | 3, inf | -13 | 4/5/7 | ![]() |
![]() ![]() | |
Shakunetsu Hadoken aka Red Fireball
A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed. |
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | 0/-/- | N/A | - | |
Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous. |
Super Moves
Startup Invulnerability Notes:
- At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
The Basics
I like to zone with ryu, fireball away, build meter, cc for chip whatever. E. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Some matches I burn a lvl 1 cc as soon as I get it just to push them back or do some mix up, which is effective to an extent. AC’s hurt E. Ryu, but you can also do his cc mix-up to bait it out. If you are getting rushed, no other super should be used other than hurricane kick super for wake up, or cc.
Advanced Strategy
Lvl 1 cc mix-up:
Activate, 4 lp fireballs, PPP teleport
Now this put you in a shield of Fireballs, the teleport instantly recovers in cc, and if your opponent is blocking this you can:
Throw them, you can actually throw then in between fireball hits. Overhead, depend when you hit this you can sometimes combo after due to the fireballs hitting. Nothing, let them AC and block, they just wasted some meter. What to do it you hit them with blowout:
Well if within or a little outside sweep range go for his cc:
c.rh xx lk hurricane xN, fp dp
- Hadouken Knockdown
After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.
From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.
C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.
Combos
(next to opponent standing) c.mk (or c.lk x2) xx lk hurricane, fp dp
(standing or crouching) c.fp xx hadouken
c.fp xx hk hurricane (hurts sagat bad)
c.lk x2 xx any lvl shoryureppa
c.lk x3 xx any lvl shinku hadouken
Custom Combos
UPDATED: Better Customs at lvl 3
c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Neat lvl 1:
s.mp xN xx lp dp, lk hurricane, lp dp Note in CC mode E. Ryu’s specials are like regular Ryu’s.
Now thats not it. Due to infinite blowout E. Ryu can COMBO into CC. How? Here’s How:
c.mp meaty c.fp meaty c.fp c.lp any jump in
Activating after any of these let to continue to combo in CC, starting with a c.rh.
BUT WAIT THERE’S MORE!
Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.
Activate, s.mp xx lk hurricane xN, fp dp
Now if they jump from afar…
Activate, s.fp xx rh hurricane, fp dp
Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.
Also vs fireballers, if you hit a air hurricane kick…
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.
Match-ups
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I think the best Anti Rose character possibly could be E. Ryu. His blow out custom is really useful against Rose’s low strong… Just my opinion. -ShinryuX
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